示例#1
0
    private IEnumerator FireConinuous()
    {
        while (true)
        {
            SingleUpdateUsage();
            if (wepon_type == Enums.enum_wepon_type.double_blaster || wepon_type == Enums.enum_wepon_type.single_blaster)
            {
                foreach (GameObject fp in this.fire_points)
                {
                    UnityFunctions.FireProjectile(prefab_blaster_laser, fp, this.order_layer - 1, projectile_speed + rb.velocity.magnitude, projectile_damage);
                }
            }
            else if (wepon_type == Enums.enum_wepon_type.rotary)
            {
                if (target.target_object != null)
                {
                    foreach (GameObject fp in this.fire_points)
                    {
                        UnityFunctions.FireProjectile(prefab_blaster_laser, fp, this.order_layer - 1, projectile_speed + rb.velocity.magnitude, projectile_damage);
                    }
                }
            }

            if (laserAudio != null)
            {
                AudioSource.PlayClipAtPoint(laserAudio, new Vector3(0, 0, 0));
            }
            yield return(new WaitForSeconds(projectileFiringPeriod));

            if (this.is_in_storage == true)
            {
                break;
            }
        }
    }
示例#2
0
 private IEnumerator FireConinuous()
 {
     while (true)
     {
         UnityFunctions.FireProjectile(prefab_blaster_laser, fire_point1, 100, fire_speed, damage);
         yield return(new WaitForSeconds(1));
     }
 }